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Zoraster Lunardi

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Everything posted by Zoraster Lunardi

  1. I have been Tarraforming for a while mostly with success. Every now and then I have come upon a vacated parcel and have found almost perfect rectangular depressions that must have been used for basements and such. How do you get such nice right angles with the standard tool box. I was hoping that there was a tool for making exact shape depressions in the Terrain. Zor
  2. Hello Everyone, I was hoping to join a discussion on pros, cons and reviews of SL’s various Terraforming Tools. I could not find one, so I thought I would start here. Any info, recommendations and / or cautions about SL terraforming tools will be appreciated. Because I am going to keep the overall terrain intact, I am more interested in fine / delicate adjustments. I will be using it to dig drenches for streams, hollows for ponds, sharp rectangular depressions for basements and dungeons. I also need to fix a few areas on my land, so a tool that can shape a small area without effecting adjacent landforms would be nice. I own most of a region but now all of it, so I do not have full regional control if that makes any difference relative to any of the terraforming tools. If there is a better place for this most, please let me know with a reply. Thanks Zor
  3. Hello Everyone, I was hoping to join a discussion on pros, cons and reviews of SL’s various Terraforming Tools. I could not find one, so I thought I would start here. Any info, recommendations and / or cautions about SL terraforming tools will be appreciated. Because I am going to keep the overall terrain intact, I am more interested in fine / delicate adjustments. I will be using it to dig drenches for streams, hollows for ponds, sharp rectangular depressions for basements and dungeons. I also need to fix a few areas on my land, so a tool that can shape a small area without effecting adjacent landforms would be nice. I own most of a region but now all of it, so I do not have full regional control if that makes any difference relative to any of the terraforming tools. If there is a better place for this most, please let me know with a reply. Thanks Zor
  4. The base of my craft is a 10 meter hollow Sphere. Zor's Flying Sphere: Sphere Mass is: 537.702100. The mass of a simple hollow sphere is almost the same as my flying sphere. So knocking back the mass is not going to be an option. Can anybody think of any physical tricks that might give me an anti-gravity effect in physical mode? Otherwise I will be remanded to non-physical movement. Thanks Zor :matte-motes-sunglasses-1:
  5. I forgot one detail. It maintains it's neutral buoyency when it is stopped and if moved very short distances.
  6. Hi all, I am working on a Flying machine. I set the buoyancy to neutral with: llSetBuoyancy(1.0); Then I give the craft a push with: llApplyImpulse(llGetMass() * <2,0,0>, TRUE); The craft starts moving as planned, but then starts to fall under the influence of Gravity. I am flying very high as I am trying to fly above the ban lines. Any ideas on how I might get the craft to retain the neutral buoyancy while it moves in some x – y direction? My intent for the craft is for it to overcome gravity and move by impulse in the physical mode. Thanks Zor
  7. Thanks - I think I can make that work for some of my automation. Does anyome know about this reported bug: Slowish llMoveToTarget path inconsistent when moving to a target at a -z position vs moving to +z Zor :matte-motes-sunglasses-1:
  8. A typical movement would be a 4 meter by 4 meter by ½ meter being moved about 4 meters. I would be slookign for a slow smooth movement. Is the physical commands practical or doable for short smooth movements.
  9. I make a lot of olden machinery for the doors, gates and lifts in my Kingdom. I move most of my objects with a script segment like this: vector pos = llGetPos(); pos.z = pos.z + 0.5; llSetPos(pos); imbedded in some kind of loop. For most of my application the jerky-ness of the motion is good for the effect I am trying to create. I have a couple new apps, where I would like to have the objects move with a smooth motion. For most of these apps the object is only to be moved in one direction for a distance of between a couple and several units of distance. Any ideas on how I might smooth out the motion? :matte-motes-sunglasses-1: 
  10. Hello all, I am using this command to Rez an object. llRezObject(TestObject, llGetPos(), tovel, llGetRot(), 0); I want to Rez this object like this but with the Z axis rotated 180 from the GetRot Value. Can some one help me with modifying the command so it gives me that 180 offset rotation? Thanks Zor 
  11. llGeLinktPrimitiveParams([ PRIM_POS_LOCAL ]); Has this usage been implemented yet?
  12. I can see that I can make my app work – but it will be a bit more tedious. I am trying to make a subset of PRIMS move as a single sub object. It would be fairly straight forward if I could get each child object to move relative to its own local position.  
  13. OK – Cool. But you say there is no way to request the relative local position? 
  14. Hi Does the PRIM_POSITION parameter work in the llSetLinkPrimitiveParams function? I have constructed a test script with 5 basic PRIMS linked together. My other link functions are working. This is the code line I am using: llSetLinkPrimitiveParams(5, [PRIM_POSITION, PRIMPOS2]); I am trying to move one linked PRIM in a linked set. Zor 
  15. Are multiple prim child objects possible? Let’s say, for example, I constructed a Ferris wheel. The Base was made out of several PRIMS and the wheel was made out of several more. Can the multi prim wheel be made act as a single child object to the multi prim base? I would want to write a script to start and stop the wheel and still be able to move and rotate the entire Ferris wheel as a single Object. Is this possible?
  16. Thanks for the tip. My project is working as planned now.
  17. I am rezzing a projectile with the llRezObject function and the projectile launches as expected. I can move the object and the projectile rez follows the objects as desired, But I can not figure out how to rotate the object and have the projectile launch in the direction of the launching object.
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